Prometheuis falling. An Iron Gods Campaign (Inactive)

Game Master Helikon

The cave
This is for the Iron Gods Adventure Path.
To see sights never seen in Golarion before, to handle things so advanced that it seems like magic.


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Helikon, I am looking at the cavalier archetypes, musketeer and dune drifter, the adventure path sounded like a mount (ie for a cavalier) would be less than optimal, do you have an opinion you can share without giving to much away? thanks RH


I think I am "skilled", rather than Arcane, since Alchemists, you know, don't really get arcane spells...


Okay, changing my race to half-orc, mostly because I want to use my boon for weapon proficiency in the glaive. But I also have a question about oracle curses. I'm considering taking deaf, but first I want to ask about lip reading. Do you treat it like PFS does? or do you have a different rule?


I am most certainly throwing my hat into the ring. I am planning on rolling a Ranger (Galvanic Saboteur). Let's see how the dice treat me:

Dice: 3d6 ⇒ (2, 5, 2) = 9
Dice: 3d6 ⇒ (3, 4, 6) = 13
Dice: 3d6 ⇒ (4, 2, 2) = 8
Dice: 3d6 ⇒ (3, 3, 2) = 8
Dice: 3d6 ⇒ (4, 2, 6) = 12
Dice: 3d6 ⇒ (1, 4, 4) = 9

Wow, that's terrible. Point buy it is!


@YanJieming There may be some dificulty there. I have already submitted an Android Oracle of the Heavens with the deaf curse. You may wish to confer with Helikon before proceeding.


Robert Henry:

Helikon, I am looking at the cavalier archetypes, musketeer and dune drifter, the adventure path sounded like a mount (ie for a cavalier) would be less than optimal, do you have an opinion you can share without giving to much away? thanks RH
As far as I could read, it would not hurt to be a mountless cavalier

Lipreading:

I would allow lipreading for one linguistic point. In every language you can speak.

But... Iosif Laurentia Blandinus Monik has the ticket!


@ Helikno,
After thinking on it for a bit I decided to change my entry. I'm withdrawing Vohnkar and submitting Claynak. I fee Claynack if more inline with the type of character you're looking for.

Description:

Standing just over 4ft tall Claynak has the appearance of a typical dwarf, right down to his bushy red beard. It is only at "work" that he stands out. Using a mixture of homemade alchemist substances Claynak dyes his eyes, so that they glow white, and paints glowing "mystic runes" across his head and upper-body before each of his performances. Claynak also has a classic dwarven demeanor, that is except when talks about his passions (alchemy and machines). While discussing these two topics he becomes excited and animated, or as his friends call it "gnomish". While he finds enjoyment in his current work he also sees it as demeaning and is constantly working on improving his alchemy in hopes that he might once again find respectable work.

Backstory:

The son of “pump-suckers,” workers at the notorious Abysium refineries, Claynack’s future looked grim. At a very young age though he showed a keen intellect, far superior to most, and his parents resolved to save their son from working with the dangerous Skymetal. Claynack’s parents saved and scrimped until they were able to secure an apprenticeship for him with Nillick Sneed, a local Alchemist. Two months into his apprenticeship Claynack’s mother passed away, joined weeks later by his father. Committed to live up to his parents sacrifice Claynack took to his studies with fervor and was on course to complete his apprenticeship earlier that expected.
Only weeks before he was to join the Torch Alchemists Guild Vohnkar arrived at his Master’s shop to find the door locked tight with a note posted on it. Signed by Technic League the note stated that the building and all its contents had been seized in order to pay off a large dept. Nillick had disappeared as well, weather he was killed by the League or he just fled town Claynack never found out. All the young dwarf knew was that with Nillick gone his own future had vanished. Without a sponsor he had no chance of joining the Guild and thus could not ply the trade he had spent years working toward.
After a number of failed attempts to either finish his apprenticeship with another alchemist or to find work with some other organization in Torch, Claynack was left with no other options and took to panhandling and performing “magic tricks” on the streets. Over the past few years he has been able to develop his routine, adding his skill in alchemy to the act. Although a lot better off than when he originally took to the streets he is still just scrapping by. When he heard of the call for volunteers, to find a way to relight the Torch and to find the missing Wizard, Khonnir Baine, he decided this was the best opportunity he had to pull himself out of the gutter. If he can make a name for himself as an adventure or secure the support of Khonnir Baine he would be able to finally join the Alchemists guild and start the future for his parents has hoped for him.

Role: Skill, Wildcard
Boon: Extra feat or second Archetype, not sure yet
Virtue & Flaw: Claynak's greatest virtue is also his biggest flaw, he is single-minded. He is very focused and hardworking but to the point were he tends to have trouble multitasking or seeing the "big picture"

Silver Crusade

Robert Henry wrote:
Helikon, I am looking at the cavalier archetypes, musketeer and dune drifter, the adventure path sounded like a mount (ie for a cavalier) would be less than optimal, do you have an opinion you can share without giving to much away? thanks RH

You could try the Huntmaster or the Daring Champion Archetype, those both get rid off the mount completely.


Rysky wrote:
Robert Henry wrote:
Helikon, I am looking at the cavalier archetypes, musketeer and dune drifter, the adventure path sounded like a mount (ie for a cavalier) would be less than optimal, do you have an opinion you can share without giving to much away? thanks RH
You could try the Huntmaster or the Daring Champion Archetype, those both get rid off the mount completely.

I though about the Champion archetype, it would fit well with the second class, a rogue archetype. But I really want the pistol for thematic reasons, the other two cavalier archetype would allow that to happen. I just wanted a feel for how valuable/useful, or not, a mount would be.


Let me put it that way. I have always struggled badly with mounts. Eidolons are diffrent, but most animals climb not to well, are not really good swimmers or are a bit big during dungeon crawls.


Worst case scenario, if I go with dune drifter, he could leave his mount at home, cause he certainly would not be from 'Torch' ie. dune drifter not tundra drifter.

I like the simplicity of 'musketeer' but with 'dune drifter' he would get 'grit'. I'll keep working on it, I appreciate the input. thanks :)


One Aelden Cormallen. Fighter. Robot Slayer. Pathfinder.

Just need to add Virtues and Flaw, will be done shortly.


I have a couple of questions for my Swashbuckler concept:
1) I don't have my guide with me, so could you tell me what churches are prominent in Torch? I'm guessing Brigh, but most interested in if Callistria is present.

2) is there a theatre or stage available for performances of storytelling and oration?

3) would Fencing Grace be available? Would it require a boon?

Fencing Grace:
FENCING GRACE (COMBAT)
Your extreme style and fluid rapier forms allow you to use agility rather than brute force to fell your foes.
Prerequisites: Dex 13, Weapon Finesse, Weapon Focus (rapier).
Benefit:When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size.
In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

I'm thinking a Swashbuckler (inspired blade) along the lines of a fun-loving, carousing, cad who pretends to be a bit less skilled than he truly is, just to avoid trouble and challenges.

Thoughts?


Arknight wrote:

I have a couple of questions for my Swashbuckler concept:

1) I don't have my guide with me, so could you tell me what churches are prominent in Torch? I'm guessing Brigh, but most interested in if Callistria is present.
Brigh has the only temple, but there is a gambling den.
2) is there a theatre or stage available for performances of storytelling and oration?
No
3) would Fencing Grace be available? Would it require a boon?
In wich book do I find Fencing grace?
** spoiler omitted **
I'm thinking a Swashbuckler (inspired blade) along the lines of a fun-loving, carousing, cad who pretends to be a bit less skilled than he truly is, just to avoid trouble and challenges.
Thoughts?


Fiendish Zen wrote:

I'll throw my hat in the ring, and so I can see the wood from the trees...

Current submissions:

But.. but... but lower lip trembling, you forgot my Android Investigator (still in the making but should be there soon!).

By the way, he is much less emotional than I am :P


Helikon wrote:
Arknight wrote:

I have a couple of questions for my Swashbuckler concept:

1) I don't have my guide with me, so could you tell me what churches are prominent in Torch? I'm guessing Brigh, but most interested in if Callistria is present.
Brigh has the only temple, but there is a gambling den.
2) is there a theatre or stage available for performances of storytelling and oration?
No
3) would Fencing Grace be available? Would it require a boon?
In wich book do I find Fencing grace?
** spoiler omitted **
I'm thinking a Swashbuckler (inspired blade) along the lines of a fun-loving, carousing, cad who pretends to be a bit less skilled than he truly is, just to avoid trouble and challenges.
Thoughts?

I can work with 1 & 2 :)

Fencing Grace will be in the upcoming Advanced Class Guide: Origins book, but it was posted here on the boards by Jason Bulmahn and copied to the first post here for a separate thread: All Hail Fencing Grace!


On second thought I don't think I'll have the time required to familiarize myself with the new technology rules to put together a suitable character by Sunday. Good luck and have fun!


I will say that that feat might be under consideration. I have to think about it.


If it helps, it was put out there as a Rapier-friendly version of the Slashing Grace feat in the ACG. :)


Well, in that case... it is fine!


Sounds good! :)

Let's see if the roller is kind today.....
3d6 ⇒ (2, 5, 2) = 9
3d6 ⇒ (5, 1, 6) = 12
3d6 ⇒ (5, 2, 4) = 11
3d6 ⇒ (5, 6, 2) = 13
3d6 ⇒ (4, 4, 3) = 11
3d6 ⇒ (2, 6, 6) = 14

Nope, looks like 20 pt buy it is for Davrien Nostromos, Swashbuckler (inspired blade). :)


3d6 ⇒ (1, 5, 5) = 11
3d6 ⇒ (6, 3, 3) = 12
3d6 ⇒ (2, 1, 3) = 6
3d6 ⇒ (6, 4, 1) = 11
3d6 ⇒ (4, 5, 4) = 13
3d6 ⇒ (1, 6, 2) = 9

nope 20 point buy it is

Android gunslinger (techslinger) from tech guide

core idea for fluff, he wants to "reclaim" all the tech that has fallen and try to go back to space with as many that will come with him. he is guided by a journal that he awoke with.

more fluff in profile in a few hours.


Rebuilt my guy a bit. Tying him into his past a bit more and his present. ;)

Kimos Kousei Stats:

Kimos Kousei
Male Human Slayer 1
NG Medium humanoid
Init +4; Senses Normal; Perception +5
________________________________________________________________________
AC 18, touch 14, flat-footed 14
(+4 Dex, +3 Armor, +1 Shield)
hp 11 (1 HD)
Fort +3, Ref +6, Will +1
________________________________________________________________________
Speed 30 ft. (6 squares)
Melee: Wakizashi +6 (1d6+4, 18-20/x2)
Ranged: Shortbow +5 (1d6/x3)
Atk Options:
________________________________________________________________________
Abilities: Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 16
Feats: Weapon Finesse, Weapon Focus (Wakizashi), Slashing Grace
Traits: Robot Slayer, Heirloom Weapon (Wakizashi)
Skills: Acrobatics +8, Bluff +5, Climb +5, Knowledge (Local) +5, Perception +5, Sense Motive +5, Stealth +8, Survival+5
Languages: Common, Tien, Hallit
SQ: Studied Target (+1), Track (+1)
Combat Gear:
Possessions: Combat gear plus Explorer's Outfit, Entertainer's Outfit, Mask, Reversible Cloak, Dagger, Wakizashi, Shortbow, 40 Arrows, Spring Loaded Wrist Sheath (2), Studded Leather, Buckler, Gear Maintenance Kit, Grooming Kit, Ranger's Kit, Common Survival Kit, Grappling Hook, Bandolier (2), Cayden Cailean Flask, Cards, Dice, Alchemist Kindness (2), Barley Stout, Dwarven Stout, Fort Indros Ale, Ulseberry Ale, Wolfberry Wine, Pesh Brandy, Mourning Constitutional, Orange Peel Ale,

Money: 5 gp, 2 sp, 5 cp

A bit of info on Kimos.

The Hunter and The Mask:

Kimos is known as a skilled tracker and hunter. A bit of a drifter that travels often as well. Still he is friendly and honest to those that make the effort to get to know him. Some even know him to be a worshiper of Cayden Cailean, which explains a good deal about his life style. As well as the constant presence of a bottle or skin of drink on his person. Not that he is a drunk, keeping his pleasure to a comfortable level and only when the day is done.

Yet there is an unknown side to Kimos, a secret side that none yet know. He hides a mask and talent for death born of his skill and past tragedies. While he does not actively seek out the wicked or vile he is ever alert to it. When chance or fate brings his path to such beings, be they humanoid or beast, he dons his mask and killing garb. Stalking and watching for an opportune moment to strike his prey. Weeding out whatever evil he comes across.

He does not consider himself a righteous man or even a fairly good one. He is a killer as far as he is concerned, yet he will kill those that deserve it and he does not regret his actions. He only hopes that his skills will prove of greater value one day.


Oh yeah before I forget.

Rolls:

3d6 ⇒ (3, 4, 4) = 11
3d6 ⇒ (6, 4, 2) = 12
3d6 ⇒ (4, 2, 6) = 12
3d6 ⇒ (4, 6, 3) = 13
3d6 ⇒ (6, 4, 6) = 16
3d6 ⇒ (6, 6, 3) = 15

Dice gods be gentle. >.<

Edit- 25 pts. Well gee just toy with my emotions why don't you. Need to rethink Kimos yet again.


Helikon, one last question before I post my cavalier. I'm trying to narrow down the weapons carried. Have you seen anything in pathfinders rules about using a pistol for "pistol whip"? I know in d20 modern it was a thing. If not would we be able to use the business end of a wheellock pistol as an improvised weapon for bludgeoning? Or is it too fragile? thanks RH


I think thats a thing for gunslingers. One of their tricks


You can use anything as an improvised weapon. You can use a bajonet. The rest is for gunslingers.


Stat rolls were abominable. I have a quick question before I flesh out my character though; where is your stance on the techno-crafting? I understand it would be rare with the laboratories and such, but would it be possible/rewarding enough for the group if I went that route?


Dirge Of Hubris wrote:
Stat rolls were abominable. I have a quick question before I flesh out my character though; where is your stance on the techno-crafting? I understand it would be rare with the laboratories and such, but would it be possible/rewarding enough for the group if I went that route?

On the long run, I think it would be quite rewarding.

BUT this is nothing you need at level 1-5.


I think the 'Master Tinker' feature of my character would find it really useful to eventually build himself a fancy ray gun. That's assuming the pictures in the Player's Guide are representative of what happens in the AP of course :)


Azih wrote:
I think the 'Master Tinker' feature of my character would find it really useful to eventually build himself a fancy ray gun. That's assuming the pictures in the Player's Guide are representative of what happens in the AP of course :)

Shhhhh you will spoil the best reason to play a gnome especially in this AP


I, Dirge of Hubris, present to you a barbaric shaman cursed with the power of the stars, Reid Star-Eater. I am not quite finished with the character's description or transferring pertinent information to the character's alias, but all the base things important to the character are there. *WARNING* That story is a bit lengthy so I have an explained version and a flavorful one separate from each other for your viewing pleasure.

Reid's apparent virtue is the ability to look at things far beyond his scope and conditioning. His flaw is that he is extremely single minded once a decision has been made.

*Edit* I forgot to mention character role. He is a support healer with an emphasis on buffs, hex-sploitation, and damage soaking at higher levels. I will probably go craft Cybernetics and Pharmaceuticals because both are super handy.

*Second Edit* I do not have a boon. I think a feat is too game-y and an archetype or race doesn't apply. If you accept my character, maybe we can come up with something later or just ignore it because I am happy with him the way he is appearing.


Rebuilt yet again, hopefully for the final time.

Kimos Kousei Stats:

Kimos Kousei
Male Human Slayer 1
NG Medium humanoid
Init +4; Senses Normal; Perception +6
________________________________________________________________________
AC 18, touch 14, flat-footed 14
(+4 Dex, +3 Armor, +1 Shield)
hp 11 (1 HD)
Fort +3, Ref +6, Will +2
________________________________________________________________________
Speed 30 ft. (6 squares)
Melee: Wakizashi +6 (1d6+4, 18-20/x2)
Ranged: Shortbow +5 (1d6/x3)
Atk Options:
________________________________________________________________________
Abilities: Str 11, Dex 18, Con 12, Int 13, Wis 15, Cha 12
Base Atk +1; CMB +1; CMD 15
Feats: Weapon Finesse, Weapon Focus (Wakizashi), Slashing Grace
Traits: Robot Slayer, Heirloom Weapon (Wakizashi)
Skills: Acrobatics +8, Bluff +5, Climb +4, Knowledge (Local) +5, Perception +6, Sense Motive +6, Stealth +8, Survival+6
Languages: Common, Tien, Hallit
SQ: Studied Target (+1), Track (+1)
Combat Gear:
Possessions: Combat gear plus Explorer's Outfit, Entertainer's Outfit, Mask, Reversible Cloak, Dagger, Wakizashi, Shortbow, 40 Arrows, Spring Loaded Wrist Sheath (2), Studded Leather, Buckler, Gear Maintenance Kit, Grooming Kit, Ranger's Kit, Common Survival Kit, Grappling Hook, Bandolier (2), Cayden Cailean Flask, Cards, Dice, Alchemist Kindness (2), Barley Stout, Dwarven Stout, Fort Indros Ale, Ulseberry Ale, Wolfberry Wine, Pesh Brandy, Mourning Constitutional, Orange Peel Ale,

Money: 5 gp, 2 sp, 5 cp

Kimos virtue is his devotion to things once he has chosen them. He feels compelled to finish things once started regardless of time or effort. While Kimos flaw is his lack of limits, he never considers any action too far in the pursuit of his goal considering it a small price to pay for the ultimate good it will do.


For your consideration, Professor Grigori Bly, Android investigator (Skilled).

Vitue:
Professor Bly would argue that he does not possess any virtue, or vice for that matter, for these are qualities that are born out of emotions. However, he would say that he surpasses most, if not all people, in his ability to think clearly without being impeded by emotions.

Flaw:
As for is greatest flaw, Grigori would say that it is his inhumanity which prevents him from enjoying art or love, and thus to fully fulfill his obligations has a follower of Shelyn.

Short backstory:

Professor Grigori Bly, lecturer and researcher at Lepidstat University (Ustalav) has spent the last 20 years studying himself, comparing his android body and mind to that of humans and various mammals. However, there is only so much that can be learned from studying a single specimen. Thus, to answer questions such as whether or not he has a soul, and whether or not Shelyn, the goddess he follows, will one day welcome him into her realm (once he dies), Professor Bly sets out for Numeria to discover more of his origins and learn about his kind.

Well… that was short, but showed the two most important characteristic of my character: he is a scholar and a follower of Shelyn. To know how android, scientist and Shelyn faithful can cohabit, see the longer backstory: Link

The stats can be found on the alias' webpage.

Also, I was planning on having Bly hire someone (a student from Lepidstat university) at a few silver pieces a day to be his assistant (and possibly taking leadership at later levels to have this assistant become a follower), would that be okay? This NPC would not fight, just follow around (carrying the professor’s instruments) and hide when things get dangerous.


Raffinyaler, Gnomish Investigator (Empiricist) with Local Ties here.

Background:
Born and raised in Starfall, Raffinyaler left the city when the Black Sovereign took control, moving to Torch. Settling in, he went to work in a variety of legal (and not so legal) ways, most frequently as a provider of alchemical compounds for the metalworkers in town and on the side as a forger, falsifying production and sale records for some of those same metalworkers to help them avoid the Technic League's taxes or to make their rivals pay more.
Raffinyaler frequently met with Khonnir Baine at The Foundry to discuss a variety of topics, often focusing on the mystery of the Torch itself or on the strange technological devices that Khonnir had found on his expeditions in the tunnels under the hill. With the Torch going out and Khonnir's disappearance, Raffinyaler has decided to put his skills to use in an attempt to find his friend and ensure that his own livelihood isn't snuffed as well.

Crunch and appearance notes are on the alias page.

The intended role for Raffinyaler in a party is a support/skill monkey role with the flexibility to act as a secondary healer, face, or (at higher levels) precision damage dealer.

Virtue: Loyalty. There is little Raffinyaler would not do for those he considers friends, including risking his own life, reputation, or fortune.

Flaw: Amorality. While not truly evil, Raffinyaler sees little wrong with committing white collar crimes (fraud, tax evasion, forgery, bribery, etc.) as long as there is a benefit to him in doing so and he believes the risks to not be great.

Requested boon:
Raffinyaler starts play with an Alchemist's Lab (200gp), a Forger's Kit (200gp), and Masterwork Thieves Tools (100 gp). These items are outside a starting character's budget, but it would fit his backstory for him to have them. The Alchemist's Lab and Forger's Kit would both be kept in his house in Torch (or the party's current main base of operations if it is not in Torch) since they would realistically be difficult to carry without damaging while adventuring.


I think I will limit the technologist feat to one starting character. Either arcane, joker or skilled. If more than one are chosen I would like to ask that you yourself choose who will choose something diffrent. Even in Numeria Technology is something VERY special, and if 5 people have it... it takes a bit of wonder from the ap.
So far many great applications. you have 47 hours to finish your application. I will finish the deadline on Sunday morning and announce the 5 lucky ones Sunday afternoon/Evening. GMT


I was one of those ones who took the Technologist feat, and I admit I did so more or less for the utility (it synergised with the Stargazer trait). I will recuse myself from the running that someone for whom it is more appropriate be given the opportunity.

Spell focus conjuration - the stepping stoniest feat to ever exist!


Well, I've been working on a possible replacement for the oracle, but I think I just don't like what I've come up with as well. So I'm going to submit the oracle and hope for the joker spot. I think they're different enough that they won't be stepping on each other's toes.

Description of Aurusk
A half-orc walks by. His grey-green skin is covered in marks. Scars make intricate patterns down his left arm, while a black tattoo with similar patterns runs down his right. Two iron rings hang from each ear, one in the fleshy part near the bottom, the other at the peak of his ears. His black hair is pulled back tightly into a braid which hangs halfway down his back. His dark cloak hangs down over dark clothes, which show the edges of a tattoo reaching up his neck. Behind the tattoos, scars, dark clothes and piercings, the half-orc smiles as he walks along waving to wide-eyed passerbys. Any yells or insults that follow him don't seem to effect him in the slightest as he keeps his eyes facing forward at what lies ahead.
Image

Stats:
Str: 14
Dex: 12
Con: 10
Int: 14
Wis: 8
Cha: 18
Name: Aurusk "Demonscarred"
Age: 18
Height: 6'
Weight: 270
Deities: Shelyn, Zon-Kuthon, Desna, Pharasma and Irori
Allignment: True Neutral
Race: Half-orc
Class: Oracle (Dark Tapestry)
Languages: Common, Orc, Abyssal, Giant, Lipread

Exp:0
Init -2; Senses Perception -1 (-4 on opposed checks, automatically fail hearing based checks); Darkvision 60 ft, Deafened
Speed 30ft. hp 8/8

Defenses
AC 11, touch 11, flat-footed 10 (+1 Dex)/(15/11/14 When using Cloak of Darkness)
CMD 13
Fort +1, Ref +2, Will +0

Offense & Weapons
Melee Glaive (reach) +2 (1d10+3/x3);
Dagger +2 (1d4+2);
Ranged Dagger (10') +1 (1d4+2);
Special Attacks Touch of the Void +1 vs touch (1d6 cold)
CMB +2

Spells
Orisons (DC 14): Light, Guidance, Spark, Create Water
1st-Level (4/day) (DC 15): Inflict Light Wounds, Magic Weapon, Cause Fear
Concentration Check: +7

Feats
•Martial Weapon Proficiency (Glaive)(Boon)
•Extra Revelation
•Endurance (Racial Bonus)

Traits
•Stargazer
•Focused Mind

Racial Traits
•Shaman Apprentice
•Sacred Tatoo
•Orc Blood
•Weapon Familiarity

Skills
•Diplomacy: +8 (1 Rank, +3 Class, +4 Cha)
•Heal: +3 (1 Rank, +3 Class, -1 Wis)
•Knowledge (Geography): +7 (1 Rank, +1 Trait, +3 Class, +2 Int)
•Knowledge (Religion): +6 (1 Rank, +3 Class, +2 Int)
•Linguistics: +3 (1 Rank, +2 Int)
•Profession (Scribe): +3 (1 Rank, +3 Class, -1 Wis)
•Stealth: +5 (1 Rank, +3 Class, +1 Dex)(+2 when using Cloak of Darkness)

Special Abilities
Oracle's Curse (Deaf) You suffer all the penalties of being deafened, but cast all your spells as if modified by Silent Spell. This does not increase casting time or spell level.
Touch of the Void (7/day) A melee touch attack that deals 1d6 cold damage.
Cloak of Darkness (1 hr/day) You conjure a cloak of shadowy darkness that grants a +4 armor bonus and a +2 circumstance bonus on stealth checks.
Endurance +4 to checks to resist nonlethal damage from exhaustion when swimming, Con checks to continue running, Con checks to avoid nonlethal damage from a forced march, Con checks to hold your breath, Con checks to avoid nonlethal damage from starvation or thirst, Fort saves to avoid nonleathal damage from extreme temperatures and Fort saves to resist damage from suffocation.

Gear
Combat
•Glaive (10 lbs)
•Daggers (3) (3 lbs)

Other Gear
•Masterwork Backpack (4 lbs)
•Spell Component Pouch (2 lbs)
•Scrivener's kit (1 lb)
•Journal (3) (3 lbs)
•Silk Rope (5 lbs)
•Bedroll (5 lbs)
•Belt Pouch (.5 lbs)
•Mess Kit (2 lbs)
•Common Pot (4 lbs)
•Waterskin (4 lbs)
•Whetstone (1 lb)
•Paper (10 sheets) (-)
•Stationary (5 sheets) (-)
•Trail Rations (5) (5 lbs)
•Teapot (1 lb)
•Twine (.5 lbs)
•Blanket (3 lbs)
•Candle (3) (-)
•Iron earings (4) (-)

Total Weight: 54 lbs/66 lbs (Light Encumberance)
Wealth: 13 gp 2 sp 4 cp

Background:
Aurusk's mother, Trenelker, belonged to the Marked Demon orc tribe in the River Kingdoms. This relatively new tribe began when Groklek heard of the Defiled Corpse tribe and their successes. He became fascinated by the idea of such scarrification and eventually led a rebellion against Hechkren, the chief of the Torn Claw tribe, to create his own tribe which practiced similar traditions. While the Marked Demons did not scar themselves as much as the Defiled Corpses, they were harsher than most tribes.

Trenelker was gifted one of the human slaves from her partner. Aurusk was born from her sport with the human. Aurusk was born a singleton, which likely saved his life. Jahartrin, the current chief of the Marked Demons, believed that half-orcs born from female orcs would be too weak to be usefull, but saw singletons as having great power. Aurusk was spared drowning, and was brought up to be a shaman's apprentice. Even before his apprenticeship began, Aurusk had a harsh life. As a half-orc born from a female orc, many still viewed him as weak. They often beat him near to death, trying to toughen him up.

Then things became hard when he became apprentice to Krinsat, the tribe's shaman. Aurusk was told that all the weakness must leave him. He was starved, scarred, tortured and beaten between recoveries. Most of his peers died. His survival and markings earned him the name "Demonscarred." Aurusk began calling on the gods for aid, indiscriminately calling for several. One day, while 14 years old, he was being tortured with a hot poker and the gods finally answered him. Aurusk felt the pain intensify, but a feeling of power and clarity filled him as even as the pain. Aurusk reached out and touched his master. Power exploded from Aurusk, killing Krinsat. As the powerand pain continued to run through Aurusk, he felt he might be destroyed to. He called on Shelyn, knowing that this must be her brother answering him. His world trembled for what seemed like hours. Finally something came to fight against the power and pain inside. After some time, his pain lessened, and the power with it. It did not tear him apart as he thought it would, and he could only assume it was only because Shelyn had heard his prayers. As he marvelled over the fact that he was alive, he found that he was deaf. Though after his experiences, this too seemed beautiful in its own way.

Aurusk knew he could have taken the place of Krinsat, but he also knew that as a deaf shaman, it would not be long before another orc decided to kill him and take his place. Instead, he fled the Marked Demons. He spent a year wandering, where he began to learn that being deaf was not the only thing he had kept from his exposure to Zon-Kuthon. He felt close to both Zon-Kuthon and Shelyn, for together they had changed his life. He began studying with a glaive, the weapon Shelyn stole from Zon-Kuthon and then kept as her own. Eventully he made it to Torch.

In Torch, among humans, despite their strong reactions against his scarred appearance--though he seemed to be oblivious to their hatred of him--he found a home. He began to study and show his intelligence. Perhaps because he was so oblivious to the reactions of most humans, he eventually earned the respect of a few of them, Rendra, Drea, and Horath. They finally began using him as a scribe, though he was kept in the back of their small store to avoid scaring customers. Aurusk used most of his free time to study, and began keeping his own notes. He studied so many things, though his thoughts kept turning to the stars, and what lay beyond the skies.

When the flame atop Black Hill went out, Aurusk began to wonder if he could find some answers if he journeyed under the hill to discover what had happened. Finally his curiosity led him to a small group who was planning an expedition.

Personality:
Aurusk is optimistic and loves to look for the beauty in the world, even in places that most would see as gruesome, ugly or evil. He spends much of his time studying and thinking and tends to be somewhat oblivious to what is happening around him. Through his life he has come to believe that no one god or godess has all the answers, so he follows several. Aurusk enjoys the beuaty and love aspects of Shelyn's faith as well as the optimism of Desna's followers, though he dislikes their narrow view of morality both these goddesses share. Irori's attempts to perfect the self appeal to Aurusk, though he feels that self-discipline is a foolish way to approach perfection. He feels that Pharasma's view of life and death as both essential parts of the world is important, but he views her follower's belief in fate as childish. And Zon-Kuthon's desire for pain has it's own beaty, providing moments of clarity for Aurusk, though he feels pain has its limits and is only useful in certain situations. Aurusk feels he has learned much from this world, but often looks to the skies wondering what other lives and beliefs exist, and what he might learn from them.

Additional Info:
I chose to go with knowing all inflict spells, couldn't figure out where to put that. In addition, I spent 10 gp on two tattoos. One covers the right arm (7 gp) , and the other runs from upper shoulders to mid neck (3 gp). I also spent about 4 sp on the iron earings. If any of these prices or anything seems like it doesn't work to you, let me know.

Lastly, I didn't put my virtues and flaws down specifically--I think their pretty apparent--but I can if you would like.


Decided to finish off Akani. I don't plan on making a full alias though unless I get selected.

Backstory:

Akani Taban had always been a curious child, falling in love with stories of far off places, and wondrous magical items whose owners wielded vast arrays of power. As she grew older, she realised that by and large, many of the stories were just that, stories designed to excite the listening, however, some were not mere fiction, and Akani set out to discover more.

Intoxicated by the opportunity for power, Akani fell in with a group of unscrupulous individuals who claimed that they were hunting for a long lost artefact hidden in the desert. She tagged along, acting as a scout and trap breaker however Akani soon learned the groups true purpose. The target was merely an attempt to steal the fabled sun orchid elixer from a passing foreigner who had successfully bought the magical item, and that her companions were little more than bandits. Akani watched from the side-lines as the greed for such an item tore the group apart, the leaders turning on themselves in a bid to be the single person in control of the prize. Realising that she was a very valid target, she stole supplies and left what remained of the group in the middle of the desert, while she made her own way back. Swearing to remain detached in her quests for ancient artifacts, she also promised to trust no-one but herself. She made a living scouring the deserts and secretly breaking into old crypts, never truly finding something mythical or legendary, but managing to scrape by.

Eventually however , Akani grew a little disillusioned with her lifestyle. Akani didn’t know many people who did her line of work, but those that did never really emerged unharmed for very long, and she knew she was rolling the dice each time. In addition, it irked her that she was risking her life for ancient items, where technology was being freely created that defied imagination. Resolving to learn more about this variation of magic, Akani formed a close bond with a wizard by the name of Khonnir Baine, who tutored her on the art of engineering, while she stayed in the town of Torch. Akani might be technically settled down for now, but the lure of discovery and the temptations of magical items are never far from her mind.

Stats:

Akani Taban
Female Elf Alchemist (Crypt Breaker) 1 (Pathfinder Campaign Setting: Inner Sea Magic 0; Pathfinder RPG Advanced Player's Guide 26)
CN Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +2
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +0; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Ranged bomb +5 (1d8+3 Acid) and
longbow +4 (1d8+1/×3)
Special Attacks bomb 4/day (1d6+3 fire, DC 13)
Spell-Like Abilities (CL 1st; concentration +1)
1/day—comprehend languages, detect magic, detect poison, read magic
Alchemist (Crypt Breaker) Spells Prepared (CL 1st; concentration +4):
1st—shield, targeted bomb admixture{super}UC{/super}
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Statistics
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Str 14, Dex 16, Con 12, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot, Throw Anything
Traits local ties, reactionary
Skills Craft (alchemy) +7 (+8 to create alchemical items), Craft (mechanical) +7, Disable Device +8, Heal +4, Knowledge (arcana) +7, Knowledge (dungeoneering) +4, Knowledge (engineering) +8, Knowledge (nature) +7, Perception +2; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ alchemy, crypt breaker's draught, weapon familiarity, trapfinding +1
Combat Gear durable arrow (20); Other Gear leather armor, blunt arrows (20), longbow, backpack, bedroll, flint and steel, thieves' tools, waterskin, 8 gp, 9 sp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these drau
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Local Ties (Knowledge [engineering]) You are considered to have the technologist feat for Knowledge (engineering)
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Boon:

Decided to go for the extra feat

Virtue and Flaws:

Akani is very zealous in her work, striving for perfection in anything she makes. A bit of a perfectionist at hard, she is quite willing to commit to a labour intensive project, and strives to uphold her personal high standard. Unfortunately, Akani does have a small weakness for lust, usually in wanting something else that she would really really want. Be it lust for more power, knowledge, a particular item, plans for a research project, recognition, love, Akani has felt it all and learnt to temper her weakness. That said, this flaw continues to bubble under the surface, and Akani is still very much conscious of it.

General Note:

Worth noting that at some stage Akani does intend to pick up the Technologist feat, as well as Craft Cybernetics + Craft Technological Arms & Armor. I felt this was a perfectly in character thing for her to do, especially as she prizes her own technology (bombs), more highly than her alternate magic options (Mutigen).


Submitting Tamoq Swarmcaller, a ratfolk (boon used) Hunter with a dire rat companion.


It would make sense that some of the other four characters who want it could get Technologist after spending quite some time in Torch though right?

Sczarni

1: 3d6 ⇒ (2, 4, 1) = 7
2: 3d6 ⇒ (6, 2, 5) = 13
3: 3d6 ⇒ (1, 5, 5) = 11
4: 3d6 ⇒ (1, 6, 1) = 8
5: 3d6 ⇒ (5, 1, 2) = 8
6: 3d6 ⇒ (5, 4, 3) = 12


Azih wrote:
It would make sense that some of the other four characters who want it could get Technologist after spending quite some time in Torch though right?

Absolutly!


this is Kunala, Robert Henry’s Cavalier, dune drifter

"Life ith but a pile of dung and I am the Cockatrith that crowth thereupon"

rule 1:

Though relatively new, I post fairly regular, I will limit my activity to an involvement in two games at a time so as not to interfere with RL too much, for an example of game involvement see the character Ting Tang.

Rule 2:

Though a member of the “Order of the Cockatrice” Kunala will build relationships with PC’s and NPC’s, to advance his goals. His arrogant demeanor and recklessness can be off-putting but his natural charisma and sense of humor should offset the negative qualities

rule 3 and misc:

Virtue: remembers his friends
Flaw: incorrigible
Boon: race: Vishkanya
Adventure trait: Against the technic league

rule 4:

Kunala’s low wisdom is as much by design as it is race related, he is intentionally brash and short sighted, this works into the incorrigible flaw, sometimes he just can’t help himself even if it isn’t the smartest thing to do.

rule 5:

Kunala is going into the family business, master spy, he is to learn/steal as much technology as is safe and to assist in the removing or restricting the influence the technic league has on the government. He will multi-class in rogue. This is my plot hook to justify a viskanya ‘deadly courtesan’ combined with a gun toting cavalier.

He was raised by his mother a deadly courtesan herself in Cheliax and trained as a squire by his father a dune drifter in the mana wastes. Sent to Numeria as a hotheaded wayward Cheliaxian bastard of the leisure class, a part he lived with his mother his entire life.

He is a fop, a dandy , a popinjay he will test and stretch the definitions of a “man’s-man”. He will use his charisma and training to poke fun and challenge as much and as many sacred cows as is possible, like great characters of the past he will use these technics to cover his true intentions. see the Cunniham character from Rob Roy video


Master rule:

Pick me, oh, oh, Gm hand raised and being waved fitfully pick me, we will have so many good times, pick me, pick me!

Grand Lodge

3d6 ⇒ (1, 6, 4) = 11
3d6 ⇒ (3, 6, 2) = 11
3d6 ⇒ (2, 6, 1) = 9
3d6 ⇒ (6, 6, 6) = 18
3d6 ⇒ (2, 6, 4) = 12
3d6 ⇒ (5, 6, 4) = 15


Also, Helikon, I was curious to know what was your stance on week end posts. I usually can post less regularly on those days.

And, was my question about hiring an NPC assistant forgotten?


Sorry, missed that about your NPC assistant. Weekends are weekends.
Same as holidays. Once Monday to Friday, once per weekends please. There might be nothing major going on, but just a sign of life would be great!
The NPC. It might be possible, but be warned. You should hire him later. After having some reputation. Or that he prepares your flat first.
If you are ambushed, or he is caught in an AOE, he might be toast quick.


If we're looking to only have one 'technologist' in the party, the 10 int brawler probably isn't the best candidate. I reworked Kraig a bit, nothing major. He's a technology weary brewmaster with a strong dislike of the Technic League now, instead of a Skymetal Blacksmith.


I now realize that there are quite a few people looking at Heaven's based oracles/shamans. I will withdraw Reid and present a new character soon. Sorry for looking like a certain expletive. I didn't read all those presented fully. My bad.


No problem at all. You still have around 24 hours!

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